#include "dominion.h"
#include "dominion_helpers.h"
#include "rngs.h"
#include <stdio.h>
#include <math.h>
#include <stdlib.h>

int compare(const void* a, const void* b) {
  if (*(int*)a > *(int*)b)
    return 1;
  if (*(int*)a < *(int*)b)
    return -1;
  return 0;
}

struct gameState* newGame() {
  struct gameState* g = malloc(sizeof(struct gameState));
  return g;
}

int* kingdomCards(int k1, int k2, int k3, int k4, int k5, int k6, int k7,
                  int k8, int k9, int k10) {
  int* k = malloc(10 * sizeof(int));
  k[0] = k1;
  k[1] = k2;
  k[2] = k3;
  k[3] = k4;
  k[4] = k5;
  k[5] = k6;
  k[6] = k7;
  k[7] = k8;
  k[8] = k9;
  k[9] = k10;
  return k;
}

int initializeGame(int numPlayers, int kingdomCards[10], int randomSeed,
                   struct gameState *state) {

  int i;
  int j;
  int it;                       
  //set up random number generator
  SelectStream(1);
  PutSeed((long)randomSeed);
  
  //check number of players
  if (numPlayers > MAX_PLAYERS || numPlayers < 2)
    {
      return -1;
    }

  //set number of players
  state->numPlayers = numPlayers;

  //check selected kingdom cards are different
  for (i = 0; i < 10; i++)
    {
      for (j = 0; j < 10; j++)
        {
          if (j != i && kingdomCards[j] == kingdomCards[i])
            {
              return -1;
            }
        }
    }


  //initialize supply
  ///////////////////////////////

  //set number of Curse cards
  if (numPlayers == 2)
    {
      state->supplyCount[curse] = 10;
    }
  else if (numPlayers == 3)
    {
      state->supplyCount[curse] = 20;
    }
  else
    {
      state->supplyCount[curse] = 30;
    }

  //set number of Victory cards
  if (numPlayers == 2)
    {
      state->supplyCount[estate] = 8;
      state->supplyCount[duchy] = 8;
      state->supplyCount[province] = 8;
    }
  else
    {
      state->supplyCount[estate] = 12;
      state->supplyCount[duchy] = 12;
      state->supplyCount[province] = 12;
    }

  //set number of Treasure cards
  state->supplyCount[copper] = 60 - (7 * numPlayers);
  state->supplyCount[silver] = 40;
  state->supplyCount[gold] = 30;

  //set number of Kingdom cards
  for (i = adventurer; i <= treasure_map; i++)          //loop all cards
    {
      for (j = 0; j < 10; j++)                          //loop chosen cards
        {
          if (kingdomCards[j] == i)
            {
              //check if card is a 'Victory' Kingdom card
              if (kingdomCards[j] == great_hall || kingdomCards[j] == gardens)
                {
                  if (numPlayers == 2){ 
                    state->supplyCount[i] = 8; 
                  }
                  else{ state->supplyCount[i] = 12; }
                }
              else
                {
                  state->supplyCount[i] = 10;
                }
              break;
            }
          else    //card is not in the set choosen for the game
            {
              state->supplyCount[i] = -1;
            }
        }

    }

  ////////////////////////
  //supply intilization complete

  //set player decks
  for (i = 0; i < numPlayers; i++)
    {
      state->deckCount[i] = 0;
      for (j = 0; j < 3; j++)
        {
          state->deck[i][j] = estate;
          state->deckCount[i]++;
        }
      for (j = 3; j < 10; j++)
        {
          state->deck[i][j] = copper;
          state->deckCount[i]++;                
        }
    }

  //shuffle player decks
  for (i = 0; i < numPlayers; i++)
    {
      if ( shuffle(i, state) < 0 )
        {
          return -1;
        }
    }

  //draw player hands
  for (i = 0; i < numPlayers; i++)
    {  
      //initialize hand size to zero
      state->handCount[i] = 0;
      state->discardCount[i] = 0;
      //draw 5 cards
      // for (j = 0; j < 5; j++)
      //        {
      //          drawCard(i, state);
      //        }
    }
  
  //set embargo tokens to 0 for all supply piles
  for (i = 0; i <= treasure_map; i++)
    {
      state->embargoTokens[i] = 0;
    }

  //initialize first player's turn
  state->outpostPlayed = 0;
  state->phase = 0;
  state->numActions = 1;
  state->numBuys = 1;
  state->playedCardCount = 0;
  state->whoseTurn = 0;
  state->handCount[state->whoseTurn] = 0;
  //int it; move to top

  //Moved draw cards to here, only drawing at the start of a turn
  for (it = 0; it < 5; it++){
    drawCard(state->whoseTurn, state);
  }

  updateCoins(state->whoseTurn, state, 0);

  return 0;
}

int shuffle(int player, struct gameState *state) {
 

  int newDeck[MAX_DECK];
  int newDeckPos = 0;
  int card;
  int i;

  if (state->deckCount[player] < 1)
    return -1;
  qsort ((void*)(state->deck[player]), state->deckCount[player], sizeof(int), compare); 
  /* SORT CARDS IN DECK TO ENSURE DETERMINISM! */

  while (state->deckCount[player] > 0) {
    card = floor(Random() * state->deckCount[player]);
    newDeck[newDeckPos] = state->deck[player][card];
    newDeckPos++;
    for (i = card; i < state->deckCount[player]-1; i++) {
      state->deck[player][i] = state->deck[player][i+1];
    }
    state->deckCount[player]--;
  }
  for (i = 0; i < newDeckPos; i++) {
    state->deck[player][i] = newDeck[i];
    state->deckCount[player]++;
  }

  return 0;
}

int playCard(int handPos, int choice1, int choice2, int choice3, struct gameState *state) 
{       
  int card;
  int coin_bonus = 0;           //tracks coins gain from actions

  //check if it is the right phase
  if (state->phase != 0)
    {
      return -1;
    }
        
  //check if player has enough actions
  if ( state->numActions < 1 )
    {
      return -1;
    }
        
  //get card played
  card = handCard(handPos, state);
        
  //check if selected card is an action
  if ( card < adventurer || card > treasure_map )
    {
      return -1;
    }
        
  //play card
  if ( cardEffect(card, choice1, choice2, choice3, state, handPos, &coin_bonus) < 0 )
    {
      return -1;
    }
        
  //reduce number of actions
  state->numActions--;

  //update coins (Treasure cards may be added with card draws)
  updateCoins(state->whoseTurn, state, coin_bonus);
        
  return 0;
}

int buyCard(int supplyPos, struct gameState *state) {
  int who;
  if (DEBUG){
    printf("Entering buyCard...\n");
  }

  // I don't know what to do about the phase thing.

  who = state->whoseTurn;

  if (state->numBuys < 1){
    if (DEBUG)
      printf("You do not have any buys left\n");
    return -1;
  } else if (supplyCount(supplyPos, state) <1){
    if (DEBUG)
      printf("There are not any of that type of card left\n");
    return -1;
  } else if (state->coins < getCost(supplyPos)){
    if (DEBUG) 
      printf("You do not have enough money to buy that. You have %d coins.\n", state->coins);
    return -1;
  } else {
    state->phase=1;
    //state->supplyCount[supplyPos]--;
    gainCard(supplyPos, state, 0, who); //card goes in discard, this might be wrong.. (2 means goes into hand, 0 goes into discard)
  
    state->coins = (state->coins) - (getCost(supplyPos));
    state->numBuys--;
    if (DEBUG)
      printf("You bought card number %d for %d coins. You now have %d buys and %d coins.\n", supplyPos, getCost(supplyPos), state->numBuys, state->coins);
  }

  //state->discard[who][state->discardCount[who]] = supplyPos;
  //state->discardCount[who]++;
    
  return 0;
}

int numHandCards(struct gameState *state) {
  return state->handCount[ whoseTurn(state) ];
}

int handCard(int handPos, struct gameState *state) {
  int currentPlayer = whoseTurn(state);
  return state->hand[currentPlayer][handPos];
}

int supplyCount(int card, struct gameState *state) {
  return state->supplyCount[card];
}

int fullDeckCount(int player, int card, struct gameState *state) {
  int i;
  int count = 0;

  for (i = 0; i < state->deckCount[player]; i++)
    {
      if (state->deck[player][i] == card) count++;
    }

  for (i = 0; i < state->handCount[player]; i++)
    {
      if (state->hand[player][i] == card) count++;
    }

  for (i = 0; i < state->discardCount[player]; i++)
    {
      if (state->discard[player][i] == card) count++;
    }

  return count;
}

int whoseTurn(struct gameState *state) {
  return state->whoseTurn;
}

int endTurn(struct gameState *state) {
  int k;
  int i;
  int currentPlayer = whoseTurn(state);
  
  //Discard hand
  for (i = 0; i < state->handCount[currentPlayer]; i++){
    state->discard[currentPlayer][state->discardCount[currentPlayer]++] = state->hand[currentPlayer][i];//Discard
    state->hand[currentPlayer][i] = -1;//Set card to -1
  }
  state->handCount[currentPlayer] = 0;//Reset hand count
    
  //Code for determining the player
  if (currentPlayer < (state->numPlayers - 1)){ 
    state->whoseTurn = currentPlayer + 1;//Still safe to increment
  }
  else{
    state->whoseTurn = 0;//Max player has been reached, loop back around to player 1
  }

  state->outpostPlayed = 0;
  state->phase = 0;
  state->numActions = 1;
  state->coins = 0;
  state->numBuys = 1;
  state->playedCardCount = 0;
  state->handCount[state->whoseTurn] = 0;

  //int k; move to top
  //Next player draws hand
  for (k = 0; k < 5; k++){
    drawCard(state->whoseTurn, state);//Draw a card
  }

  //Update money
  updateCoins(state->whoseTurn, state , 0);

  return 0;
}

int isGameOver(struct gameState *state) {
  int i;
  int j;
        
  //if stack of Province cards is empty, the game ends
  if (state->supplyCount[province] == 0)
    {
      return 1;
    }

  //if three supply pile are at 0, the game ends
  j = 0;
  for (i = 0; i < 25; i++)
    {
      if (state->supplyCount[i] == 0)
        {
          j++;
        }
    }
  if ( j >= 3)
    {
      return 1;
    }

  return 0;
}

int scoreFor (int player, struct gameState *state) {

  int i;
  int score = 0;
  //score from hand
  for (i = 0; i < state->handCount[player]; i++)
    {
      if (state->hand[player][i] == curse) { score = score - 1; };
      if (state->hand[player][i] == estate) { score = score + 1; };
      if (state->hand[player][i] == duchy) { score = score + 3; };
      if (state->hand[player][i] == province) { score = score + 6; };
      if (state->hand[player][i] == great_hall) { score = score + 1; };
      if (state->hand[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
    }

  //score from discard
  for (i = 0; i < state->discardCount[player]; i++)
    {
      if (state->discard[player][i] == curse) { score = score - 1; };
      if (state->discard[player][i] == estate) { score = score + 1; };
      if (state->discard[player][i] == duchy) { score = score + 3; };
      if (state->discard[player][i] == province) { score = score + 6; };
      if (state->discard[player][i] == great_hall) { score = score + 1; };
      if (state->discard[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
    }

  //score from deck
  for (i = 0; i < state->discardCount[player]; i++)
    {
      if (state->deck[player][i] == curse) { score = score - 1; };
      if (state->deck[player][i] == estate) { score = score + 1; };
      if (state->deck[player][i] == duchy) { score = score + 3; };
      if (state->deck[player][i] == province) { score = score + 6; };
      if (state->deck[player][i] == great_hall) { score = score + 1; };
      if (state->deck[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
    }

  return score;
}

int getWinners(int players[MAX_PLAYERS], struct gameState *state) {
  int i;        
  int j;
  int highScore;
  int currentPlayer;

  //get score for each player
  for (i = 0; i < MAX_PLAYERS; i++)
    {
      //set unused player scores to -9999
      if (i >= state->numPlayers)
        {
          players[i] = -9999;
        }
      else
        {
          players[i] = scoreFor (i, state);
        }
    }

  //find highest score
  j = 0;
  for (i = 0; i < MAX_PLAYERS; i++)
    {
      if (players[i] > players[j])
        {
          j = i;
        }
    }
  highScore = players[j];

  //add 1 to players who had less turns
  currentPlayer = whoseTurn(state);
  for (i = 0; i < MAX_PLAYERS; i++)
    {
      if ( players[i] == highScore && i > currentPlayer )
        {
          players[i]++;
        }
    }

  //find new highest score
  j = 0;
  for (i = 0; i < MAX_PLAYERS; i++)
    {
      if ( players[i] > players[j] )
        {
          j = i;
        }
    }
  highScore = players[j];

  //set winners in array to 1 and rest to 0
  for (i = 0; i < MAX_PLAYERS; i++)
    {
      if ( players[i] == highScore )
        {
          players[i] = 1;
        }
      else
        {
          players[i] = 0;
        }
    }

  return 0;
}

int drawCard(int player, struct gameState *state)
{       int count;
  int deckCounter;
  if (state->deckCount[player] <= 0){//Deck is empty
    
    //Step 1 Shuffle the discard pile back into a deck
    int i;
    //Move discard to deck
    for (i = 0; i < state->discardCount[player];i++){
      state->deck[player][i] = state->discard[player][i];
      state->discard[player][i] = -1;
    }

    state->deckCount[player] = state->discardCount[player];
    state->discardCount[player] = 0;//Reset discard

    //Shufffle the deck
    shuffle(player, state);//Shuffle the deck up and make it so that we can draw
   
    if (DEBUG){//Debug statements
      printf("Deck count now: %d\n", state->deckCount[player]);
    }
    
    state->discardCount[player] = 0;

    //Step 2 Draw Card
    count = state->handCount[player];//Get current player's hand count
    
    if (DEBUG){//Debug statements
      printf("Current hand count: %d\n", count);
    }
    
    deckCounter = state->deckCount[player];//Create a holder for the deck count

    if (deckCounter == 0)
      return -1;

    state->hand[player][count] = state->deck[player][deckCounter - 1];//Add card to hand
    state->deckCount[player]--;
    state->handCount[player]++;//Increment hand count
  }

  else{
    int count = state->handCount[player];//Get current hand count for player
    int deckCounter;
    if (DEBUG){//Debug statements
      printf("Current hand count: %d\n", count);
    }

    deckCounter = state->deckCount[player];//Create holder for the deck count
    state->hand[player][count] = state->deck[player][deckCounter - 1];//Add card to the hand
    state->deckCount[player]--;
    state->handCount[player]++;//Increment hand count
  }

  return 0;
}

int getCost(int cardNumber)
{
  switch( cardNumber ) 
    {
    case curse:
      return 0;
    case estate:
      return 2;
    case duchy:
      return 5;
    case province:
      return 8;
    case copper:
      return 0;
    case silver:
      return 3;
    case gold:
      return 6;
    case adventurer:
      return 6;
    case council_room:
      return 5;
    case feast:
      return 4;
    case gardens:
      return 4;
    case mine:
      return 5;
    case remodel:
      return 4;
    case smithy:
      return 4;
    case village:
      return 3;
    case baron:
      return 4;
    case great_hall:
      return 3;
    case minion:
      return 5;
    case steward:
      return 3;
    case tribute:
      return 5;
    case ambassador:
      return 3;
    case cutpurse:
      return 4;
    case embargo: 
      return 2;
    case outpost:
      return 5;
    case salvager:
      return 4;
    case sea_hag:
      return 4;
    case treasure_map:
      return 4;
    }
        
  return -1;
}

void zzzadventurercardplay(int drawntreasure, int currentPlayer, int cardDrawn,
                int temphand[MAX_HAND], int z, struct gameState* state) {
        while (drawntreasure < 2) {
                if (state->deckCount[currentPlayer] < 1) {
                        //if the deck is empty we need to shuffle discard and add to deck
                        shuffle(currentPlayer, state);
			//printf("SHUFFLING\n");
                }
                drawCard(currentPlayer, state);
		//printf("DRAWING CARD\n");
                cardDrawn = state->hand[currentPlayer][state->handCount[currentPlayer]
                                -1 ]; //top card of hand is most recently drawn card.
                //printf("CARD DRAWN IS %d\n", cardDrawn);
                if (cardDrawn == copper || cardDrawn == silver || cardDrawn == gold)
                        drawntreasure++;
                else {
                        temphand[z] = cardDrawn;
                        state->handCount[currentPlayer]--; //this should just remove the top card (the most recently drawn one).
                        //printf("DECREMENTED HANDCOUNT\n");
                        z++;
                }
        }
        while (z - 1 >= 0) {
                state->discard[currentPlayer][state->discardCount[currentPlayer]++] =
                                temphand[z - 1]; // discard all cards in play that have been drawn
                //printf("DISCARDED, DISCARD COUNT IS %d, DISCARDED CARD IS %d\n", state->discardCount[currentPlayer], temphand[z-1]);
                z = z - 1;
        }
}

void zzzconsoleroomcardplay(int i, int currentPlayer, int handPos,
                struct gameState* state) {
        //+4 Cards
        for (i = 0; i < 4; i++) {
                drawCard(currentPlayer, state);
        }
        //+1 Buy
        state->numBuys++;
        //Each other player draws a card
        for (i = 0; i < state->numPlayers; i++) {
                if (i != currentPlayer) {
                        drawCard(i, state);
                }
        }
        //put played card in played card pile
        discardCard(handPos, currentPlayer, state, 0);
}

void zzzfeastcardplay(int i, int currentPlayer, int temphand[MAX_HAND], int x,
                int choice1, struct gameState* state) {
        //gain card with cost up to 5
        //Backup hand
        for (i = 0; i <= state->handCount[currentPlayer]; i++) {
                temphand[i] = state->hand[currentPlayer][i]; //Backup card
                state->hand[currentPlayer][i] = -1; //Set to nothing
        }
        //Backup hand
        //Update Coins for Buy
        updateCoins(currentPlayer, state, 5);
        x = 1; //Condition to loop on
        while (x == 1) { //Buy one card
                if (supplyCount(choice1, state) <= 0) {
                        if (DEBUG)
                                printf("None of that card left, sorry!\n");

                        if (DEBUG) {
                                printf("Cards Left: %d\n", supplyCount(choice1, state));
                        }
                } else if (state->coins < getCost(choice1)) {
                        printf("That card is too expensive!\n");

                        if (DEBUG) {
                                printf("Coins: %d < %d\n", state->coins, getCost(choice1));
                        }
                } else {

                        if (DEBUG) {
                                printf("Deck Count: %d\n",
                                                state->handCount[currentPlayer]
                                                                + state->deckCount[currentPlayer]
                                                                + state->discardCount[currentPlayer]);
                        }

                        gainCard(choice1, state, 0, currentPlayer); //Gain the card
                        x = 0; //No more buying cards

                        if (DEBUG) {
                                printf("Deck Count: %d\n",
                                                state->handCount[currentPlayer]
                                                                + state->deckCount[currentPlayer]
                                                                + state->discardCount[currentPlayer]);
                        }

                }
        }
        //Reset Hand
        for (i = 0; i <= state->handCount[currentPlayer]; i++) {
                state->hand[currentPlayer][i] = temphand[i];
                temphand[i] = -1;
        }
}

void zzzsmithycardplay(int i, int currentPlayer, int handPos,
                struct gameState* state) {
        //+3 Cards
        for (i = 0; i < 3; i++) {
                drawCard(currentPlayer, state);
        }
        //discard card from hand
        discardCard(handPos, currentPlayer, state, 0);
}

void zzzvilliagecardplay(int currentPlayer, int handPos, struct gameState* state) {
        //+1 Card
        drawCard(currentPlayer, state);
        //+2 Actions
        state->numActions = state->numActions + 2;
        //discard played card from hand
        discardCard(handPos, currentPlayer, state, 0);
}

int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus)
{
  int i;
  int j;
  int k;
  int x;
  int index;
  int currentPlayer = whoseTurn(state);
  int nextPlayer = currentPlayer + 1;

  int tributeRevealedCards[2] = {-1, -1};
  int temphand[MAX_HAND];// moved above the if statement
  int drawntreasure=0;
  int cardDrawn;
  int z = 0;// this is the counter for the temp hand
  if (nextPlayer > (state->numPlayers - 1)){
    nextPlayer = 0;
  }
  
        
  //uses switch to select card and perform actions
  switch( card ) 
    {
    case adventurer:
                zzzadventurercardplay(drawntreasure, currentPlayer, cardDrawn, temphand, z,
                                state);
      return 0;
                        
    case council_room:
      //+4 Cards
                zzzconsoleroomcardplay(i, currentPlayer, handPos, state);
      return 0;
                        
    case feast:
      //gain card with cost up to 5
      //Backup hand
                zzzfeastcardplay(i, currentPlayer, temphand, x, choice1, state);
      //Reset Hand
                        
      return 0;
                        
    case gardens:
      return -1;
                        
    case mine:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if (state->hand[currentPlayer][choice1] < copper || state->hand[currentPlayer][choice1] > gold)
        {
          return -1;
        }
                
      if (choice2 > treasure_map || choice2 < curse)
        {
          return -1;
        }

      if ( (getCost(state->hand[currentPlayer][choice1]) + 3) > getCost(choice2) )
        {
          return -1;
        }

      gainCard(choice2, state, 2, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
        {
          if (state->hand[currentPlayer][i] == j)
            {
              discardCard(i, currentPlayer, state, 0);                  
              break;
            }
        }
                        
      return 0;
                        
    case remodel:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) )
        {
          return -1;
        }

      gainCard(choice2, state, 0, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
        {
          if (state->hand[currentPlayer][i] == j)
            {
              discardCard(i, currentPlayer, state, 0);                  
              break;
            }
        }


      return 0;
                
    case smithy:
      //+3 Cards
                zzzsmithycardplay(i, currentPlayer, handPos, state);
      return 0;
                
    case village:
      //+1 Card
                zzzvilliagecardplay(currentPlayer, handPos, state);
      return 0;
                
    case baron:
      state->numBuys++;//Increase buys by 1!
      if (choice1 > 0){//Boolean true or going to discard an estate
        int p = 0;//Iterator for hand!
        int card_not_discarded = 1;//Flag for discard set!
        while(card_not_discarded){
          if (state->hand[currentPlayer][p] == estate){//Found an estate card!
            state->coins += 4;//Add 4 coins to the amount of coins
            state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p];
            state->discardCount[currentPlayer]++;
            for (;p < state->handCount[currentPlayer]; p++){
              state->hand[currentPlayer][p] = state->hand[currentPlayer][p+1];
            }
            state->hand[currentPlayer][state->handCount[currentPlayer]] = -1;
            state->handCount[currentPlayer]--;
            card_not_discarded = 0;//Exit the loop
          }
          else if (p > state->handCount[currentPlayer]){
            if(DEBUG) {
              printf("No estate cards in your hand, invalid choice\n");
              printf("Must gain an estate if there are any\n");
            }
            if (supplyCount(estate, state) > 0){
              gainCard(estate, state, 0, currentPlayer);
              state->supplyCount[estate]--;//Decrement estates
              if (supplyCount(estate, state) == 0){
                isGameOver(state);
              }
            }
            card_not_discarded = 0;//Exit the loop
          }
                            
          else{
            p++;//Next card
          }
        }
      }
                            
      else{
        if (supplyCount(estate, state) > 0){
          gainCard(estate, state, 0, currentPlayer);//Gain an estate
          state->supplyCount[estate]--;//Decrement Estates
          if (supplyCount(estate, state) == 0){
            isGameOver(state);
          }
        }
      }
            
      
      return 0;
                
    case great_hall:
      //+1 Card
      drawCard(currentPlayer, state);
                        
      //+1 Actions
      state->numActions++;
                        
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
                
    case minion:
      //+1 action
      state->numActions++;
                        
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);
                        
      if (choice1)              //+2 coins
        {
          state->coins = state->coins + 2;
        }
                        
      else if (choice2)         //discard hand, redraw 4, other players with 5+ cards discard hand and draw 4
        {
          //discard hand
          while(numHandCards(state) > 0)
            {
              discardCard(handPos, currentPlayer, state, 0);
            }
                                
          //draw 4
          for (i = 0; i < 4; i++)
            {
              drawCard(currentPlayer, state);
            }
                                
          //other players discard hand and redraw if hand size > 4
          for (i = 0; i < state->numPlayers; i++)
            {
              if (i != currentPlayer)
                {
                  if ( state->handCount[i] > 4 )
                    {
                      //discard hand
                      while( state->handCount[i] > 0 )
                        {
                          discardCard(handPos, i, state, 0);
                        }
                                                        
                      //draw 4
                      for (j = 0; j < 4; j++)
                        {
                          drawCard(i, state);
                        }
                    }
                }
            }
                                
        }
      return 0;
                
    case steward:
      if (choice1 == 1)
        {
          //+2 cards
          drawCard(currentPlayer, state);
          drawCard(currentPlayer, state);
        }
      else if (choice1 == 2)
        {
          //+2 coins
          state->coins = state->coins + 2;
        }
      else
        {
          //trash 2 cards in hand
          discardCard(choice2, currentPlayer, state, 1);
          discardCard(choice3, currentPlayer, state, 1);
        }
                        
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
                
    case tribute:
      if ((state->discardCount[nextPlayer] + state->deckCount[nextPlayer]) <= 1){
        if (state->deckCount[nextPlayer] > 0){
          tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
          state->deckCount[nextPlayer]--;
        }
        else if (state->discardCount[nextPlayer] > 0){
          tributeRevealedCards[0] = state->discard[nextPlayer][state->discardCount[nextPlayer]-1];
          state->discardCount[nextPlayer]--;
        }
        else{
          //No Card to Reveal
          if (DEBUG){
            printf("No cards to reveal\n");
          }
        }
      }
            
      else{
        if (state->deckCount[nextPlayer] == 0){
          for (i = 0; i < state->discardCount[nextPlayer]; i++){
            state->deck[nextPlayer][i] = state->discard[nextPlayer][i];//Move to deck
            state->deckCount[nextPlayer]++;
            state->discard[nextPlayer][i] = -1;
            state->discardCount[nextPlayer]--;
          }
                            
          shuffle(nextPlayer,state);//Shuffle the deck
        } 
        tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
        state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
        state->deckCount[nextPlayer]--;
        tributeRevealedCards[1] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
        state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
        state->deckCount[nextPlayer]--;
      }    
                       
      if (tributeRevealedCards[0] == tributeRevealedCards[1]){//If we have a duplicate card, just drop one 
        state->playedCards[state->playedCardCount] = tributeRevealedCards[1];
        state->playedCardCount++;
        tributeRevealedCards[1] = -1;
      }

      for (i = 0; i <= 2; i ++){
        if (tributeRevealedCards[i] == copper || tributeRevealedCards[i] == silver || tributeRevealedCards[i] == gold){//Treasure cards
          state->coins += 2;
        }
                    
        else if (tributeRevealedCards[i] == estate || tributeRevealedCards[i] == duchy || tributeRevealedCards[i] == province || tributeRevealedCards[i] == gardens || tributeRevealedCards[i] == great_hall){//Victory Card Found
          drawCard(currentPlayer, state);
          drawCard(currentPlayer, state);
        }
        else{//Action Card
          state->numActions = state->numActions + 2;
        }
      }
            
      return 0;
                
    case ambassador:
      j = 0;            //used to check if player has enough cards to discard

      if (choice2 > 2 || choice2 < 0)
        {
          return -1;                            
        }

      if (choice1 == handPos)
        {
          return -1;
        }

      for (i = 0; i < state->handCount[currentPlayer]; i++)
        {
          if (i != handPos && i == state->hand[currentPlayer][choice1] && i != choice1)
            {
              j++;
            }
        }
      if (j < choice2)
        {
          return -1;                            
        }

      if (DEBUG) 
        printf("Player %d reveals card number: %d\n", currentPlayer, state->hand[currentPlayer][choice1]);

      //increase supply count for choosen card by amount being discarded
      state->supplyCount[state->hand[currentPlayer][choice1]] += choice2;
                        
      //each other player gains a copy of revealed card
      for (i = 0; i < state->numPlayers; i++)
        {
          if (i != currentPlayer)
            {
              gainCard(state->hand[currentPlayer][choice1], state, 0, i);
            }
        }

      //discard played card from hand
      discardCard(handPos, currentPlayer, state, 0);                    

      //trash copies of cards returned to supply
      for (j = 0; j < choice2; j++)
        {
          for (i = 0; i < state->handCount[currentPlayer]; i++)
            {
              if (state->hand[currentPlayer][i] == state->hand[currentPlayer][choice1])
                {
                  discardCard(i, currentPlayer, state, 1);
                  break;
                }
            }
        }                       

      return 0;
                
    case cutpurse:

      updateCoins(currentPlayer, state, 2);
      for (i = 0; i < state->numPlayers; i++)
        {
          if (i != currentPlayer)
            {
              for (j = 0; j < state->handCount[i]; j++)
                {
                  if (state->hand[i][j] == copper)
                    {
                      discardCard(j, i, state, 0);
                      break;
                    }
                  if (j == state->handCount[i])
                    {
                      for (k = 0; k < state->handCount[i]; k++)
                        {
                          if (DEBUG)
                            printf("Player %d reveals card number %d\n", i, state->hand[i][k]);
                        }       
                      break;
                    }           
                }
                                        
            }
                                
        }                               

      //discard played card from hand
      discardCard(handPos, currentPlayer, state, 0);                    

      return 0;

                
    case embargo: 
      //+2 Coins
      state->coins = state->coins + 2;
                        
      //see if selected pile is in play
      if ( state->supplyCount[choice1] == -1 )
        {
          return -1;
        }
                        
      //add embargo token to selected supply pile
      state->embargoTokens[choice1]++;
                        
      //trash card
      discardCard(handPos, currentPlayer, state, 1);            
      return 0;
                
    case outpost:
      //set outpost flag
      state->outpostPlayed++;
                        
      //discard card
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
                
    case salvager:
      //+1 buy
      state->numBuys++;
                        
      if (choice1)
        {
          //gain coins equal to trashed card
          state->coins = state->coins + getCost( handCard(choice1, state) );
          //trash card
          discardCard(choice1, currentPlayer, state, 1);        
        }
                        
      //discard card
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
                
    case sea_hag:
      for (i = 0; i < state->numPlayers; i++){
        if (i != currentPlayer){
          state->discard[i][state->discardCount[i]] = state->deck[i][state->deckCount[i]--];                        state->deckCount[i]--;
          state->discardCount[i]++;
          state->deck[i][state->deckCount[i]--] = curse;//Top card now a curse
        }
      }
      return 0;
                
    case treasure_map:
      //search hand for another treasure_map
      index = -1;
      for (i = 0; i < state->handCount[currentPlayer]; i++)
        {
          if (state->hand[currentPlayer][i] == treasure_map && i != handPos)
            {
              index = i;
              break;
            }
        }
      if (index > -1)
        {
          //trash both treasure cards
          discardCard(handPos, currentPlayer, state, 1);
          discardCard(index, currentPlayer, state, 1);

          //gain 4 Gold cards
          for (i = 0; i < 4; i++)
            {
              gainCard(gold, state, 1, currentPlayer);
            }
                                
          //return success
          return 1;
        }
                        
      //no second treasure_map found in hand
      return -1;
    }
        
  return -1;
}

int discardCard(int handPos, int currentPlayer, struct gameState *state, int trashFlag)
{
        
  //if card is not trashed, added to Played pile 
  if (trashFlag < 1)
    {
      //add card to played pile
      state->playedCards[state->playedCardCount] = state->hand[currentPlayer][handPos]; 
      state->playedCardCount++;
    }
        
  //set played card to -1
  state->hand[currentPlayer][handPos] = -1;
        
  //remove card from player's hand
  if ( handPos == (state->handCount[currentPlayer] - 1) )       //last card in hand array is played
    {
      //reduce number of cards in hand
      state->handCount[currentPlayer]--;
    }
  else if ( state->handCount[currentPlayer] == 1 ) //only one card in hand
    {
      //reduce number of cards in hand
      state->handCount[currentPlayer]--;
    }
  else  
    {
      //replace discarded card with last card in hand
      state->hand[currentPlayer][handPos] = state->hand[currentPlayer][ (state->handCount[currentPlayer] - 1)];
      //set last card to -1
      state->hand[currentPlayer][state->handCount[currentPlayer] - 1] = -1;
      //reduce number of cards in hand
      state->handCount[currentPlayer]--;
    }
        
  return 0;
}

int gainCard(int supplyPos, struct gameState *state, int toFlag, int player)
{
  //Note: supplyPos is enum of choosen card
        
  //check if supply pile is empty (0) or card is not used in game (-1)
  if ( supplyCount(supplyPos, state) < 1 )
    {
      return -1;
    }
        
  //added card for [whoseTurn] current player:
  // toFlag = 0 : add to discard
  // toFlag = 1 : add to deck
  // toFlag = 2 : add to hand

  if (toFlag == 1)
    {
      state->deck[ player ][ state->deckCount[player] ] = supplyPos;
      state->deckCount[player]++;
    }
  else if (toFlag == 2)
    {
      state->hand[ player ][ state->handCount[player] ] = supplyPos;
      state->handCount[player]++;
    }
  else
    {
      state->discard[player][ state->discardCount[player] ] = supplyPos;
      state->discardCount[player]++;
    }
        
  //decrease number in supply pile
  state->supplyCount[supplyPos]--;
         
  return 0;
}

int updateCoins(int player, struct gameState *state, int bonus)
{
  int i;
        
  //reset coin count
  state->coins = 0;

  //add coins for each Treasure card in player's hand
  for (i = 0; i < state->handCount[player]; i++)
    {
      if (state->hand[player][i] == copper)
        {
          state->coins += 1;
        }
      else if (state->hand[player][i] == silver)
        {
          state->coins += 2;
        }
      else if (state->hand[player][i] == gold)
        {
          state->coins += 3;
        }       
    }   

  //add bonus
  state->coins += bonus;

  return 0;
}


//end of dominion.c